draw/gs: make sure geometry shaders don't overflow
The specification says that the geometry shader should exit if the
number of emitted vertices is bigger or equal to max_output_vertices and
we can't do that because we're running in the SoA mode, which means that
our storing routines will keep getting called on channels that have
overflown (even though they will be masked out, but we just can't skip
them).
So we need some scratch area where we can keep writing the overflown
vertices without overwriting anything important or crashing.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>